2016-09-23, 02:28
The goal is simplicity, and we can avoid mapping every key by simply using a keyboard mapping. For example, dosbox sets <supports_keyboard> to true in addon.xml. That way, keyboard input is sent directly as keycodes to the libretro core instead of translating keyboard presses to virtual joystick buttons.
This begs questions: What about dos games that use joysticks? what if msx/amiga/c64 has special keys that aren't on a PC keyboard? It's hard for me to answer these questions because I'm not familiar with these old consoles. This is as much a learning experience for me as anything.
How does RetroArch handle this? This is a good place to look because we can simply adopt their approach.
I haven't created any new designs for a new configuration screen, although it would be nice to include these images instead of the ones I ripped from the internet. How do you think the controller screen should look?
This begs questions: What about dos games that use joysticks? what if msx/amiga/c64 has special keys that aren't on a PC keyboard? It's hard for me to answer these questions because I'm not familiar with these old consoles. This is as much a learning experience for me as anything.
How does RetroArch handle this? This is a good place to look because we can simply adopt their approach.
I haven't created any new designs for a new configuration screen, although it would be nice to include these images instead of the ones I ripped from the internet. How do you think the controller screen should look?